Oh, I did not tell you but I use my own mannequin under the skin with my own
boneWeight texture over the skin.
(One of the reason that i do not use different level of detail on it, they seem
to not have a plugin that do reducing poly while keeping the boneWeight).
--
Read this t
OK, thank you.
I have to test texture baking with the low and medium poly counts.
Maia
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47587#47587
___
osg-users mailing list
osg-users@lists.openscenegr
Maia wrote:
> OK, thanks.
>
> And how about the rendering with that high poly MH models with OSG ? No lag ?
> Maia
We have a lot of overhead to the skin animation (lot of physical calculation
and simulation to make the human Move in IK) and integrated video card, so yes
the framerate is now t
OK, thanks.
And how about the rendering with that high poly MH models with OSG ? No lag ?
Maia
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47585#47585
___
osg-users mailing list
osg-users@lists.op
Hi Maia,
When I started using makeHuman, I think that only the high poly version was
available (it is the version that we currently use the high poly count).
I used the skin texture already provided by makeHuman and I did simple texture
for the clothing in GIMP.
I do not render the human with
Hi Luc,
Which proxy did you use for your model: there are three types (high, medium
low) poly counts ?
Did you use texture baking ?
Maia
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47579#47579
___
Maia wrote:
>
> For joining the clothes to the body, do you delete the mesh associated to the
> body hidden by the clothes? Another concern is about that (for perfomance).
>
> Thank you,
>
> Cheers,
>
> Maia
Yeah I join the clothes manually to the body, i delete the skin vertex under
the c
Hi Luc,
Thanks for responding (we are all such busy).
But I had time to test a new solution so as to be able to use those clothes
from Makehuman directly. I think that this opensource is so amazing by the way
!
After reading several posts on the Makehuman forum, I tried another approach
which
Hi,
Thank you (sorry for not having responded to your problem).
The choice for FBX was simply a historical choice at a particular moment were
the osg exporter was not working correctly for this when I was using a new
blender version (if I remember correctly), if i can go directly in osg from
b
Hi Luc,
Finally, I resolved the problems cited above with the following steps:
1. Create two models with Makehuman (Nude and Clothed)
2. Import into Blender to two different blend files
3. Save all .tif texture files as .png files with Gimp (Paint doesn’t work
since transparency w
Hi,
Thank you for replying. Glad to see that other people are using Makehuman + OSG.
I reported some issues about the exporter at :
https://github.com/cedricpinson/osgexport/issues/10#issuecomment-4973016
If I understand, do you export in fbx from Blender ? Are there some reasons why
you preferr
Hi,
We do export from MakeHuman to blender to our application here using OSG.
But we export in FBX instead of exporting in OSG, and from what I understand is
that you need to have only one material and one mesh from you model (joint the
clothes with the skin) to have only one rigGeometry in you
Hi,
I’m currently really stuck on the osgExport (Blender to OSG).
Do someone has any experience with this?
I am using the last version of osgExport and the release 2.61 version of
Blender (r42615):
https://github.com/cedricpinson/osgexport/downloads
For example, I tried to export the avatar exa
13 matches
Mail list logo